In a later helicopter scene, where the camera pans from side to side as you shower a village with machine gun bullets, the loss of ray traced shadows is especially prominent. It’s especially brutal in helicopter scenes or the game’s missions set in Vietnam, where you’re spending a lot of time looking at lower resolution trees or branches. On the Xbox Series S, however, the loss of shadows and foliage detail is impossible not to notice. Those run pretty well, by the way, which is a positive sign for Call of Duty players everywhere. That’s also roughly the same resolution the PS5 and Xbox Series X run at when running the game in their 120Hz/120 FPS modes. The game targets 1440p dynamically, but it doesn’t drop particularly far - Digital Foundry counted down to 1200p at the lowest. In a new visual breakdown from Digital Foundry, there’s some great comparisons from set pieces showing just how big the tradeoffs were.Īlong with a reduction in foliage density and detail, there’s no ray tracing on the XSX. It’s a necessity for all Call of Duty games to run at 60 frames per second, and doing so on the less powerful $499 Xbox Series S means taking a hatchet to some pretty noticeable quality settings. It ran at half the frame rate of the Xbox Series X and PS5, which was to be expected, but that decision at least meant Ubisoft didn’t have to sacrifice a huge amount of detail and image quality for the discless-Xbox Series S.Ĭall of Duty: Black Ops Cold War, however, didn’t have that advantage. Assassin’s Creed: Valhalla was the first big next-gen multi-platform comparison, and at least in that game, the Xbox Series S held up pretty well.
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